TOTALITY

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  1. TOTALITY

    Underwater Area

    [ QUOTE ]
    You don't have to make a new thread for everything ya know..

    Also, from what was said in the radio interview, this was completely intentional.

    [/ QUOTE ]
    You don't have to make an unuseful new post for everything you disagree with ya know..


    Orion, thanks for taking the time to make the Vid.
  2. Don't give up. Remain strong. The night of the Stalkers will come.
    Perhaps you can write a PM to Castle providing your user experience and explain how a working power for an already debilitated AT is important to you. This would serve as a friendly reminder that you Stalkers have waited your turn for fixes and would now like to cooperate with suggestions and feedback.
  3. (I wrote this post in response to the current discussion at This Thread. But I think this is a better place to post my suggestions.)

    Yes I think Placate is underperforming. For 1 is it bugged or not working as it should, 2 it is interruptible, 3 it has a long recharge time, and 4 Placate no longer puts you in real Hidden status.

    1) Placate is bugged:
    Normally if you Placate an enemy, he can’t select you. But if you attack an enemy first and leave any status effect such as Stun, -fly, -def, etc then the enemy can still select you and attack, therefore Placate is useless for what its intended to do.
    Almost every AT has some form of status effect or extra effect with their normal attack powers. Since all Ats share this commonality, the Stalker AT should not be discriminated against and singled as being penalized for using their attacks which have a status effect and then being denied Placate from working.

    If this penalty remains on Stalkers, that forces most of them to Stop using most of their attacks ahead of time otherwise Placate will not work.
    Some examples:
    It forces Energy Melee to stop using all but 1 of its attacks since all those attacks have a chance to inflict a status effect (that’s 85.7% of attacks that cannot be used).
    It forces Spines to stop using at least 6 of its 7 attacks (that’s 85.7% of attacks that cannot be used).
    It forces Dark Melee to stop using at least 6 of its 7 attacks (that’s 85.7% of attacks that cannot be used).
    It forces Ninja Sword to stop using at least 5 of its 7 attacks (that’s 71.4% of attacks that cannot be used).
    It forces Martial Arts to stop using at least 4 of its 7 attacks (that’s 57.1% of attacks that cannot be used).

    No Melee AT should be forced to stop using higher than 57% of its attacks to be able to use a power (Placate) which the AT is heavily based upon, and essential to use its Inherent Power, and which is needed to deliver the damage it is supposed to.

    Placate should be fixed so that when you have inflicted status effects on an enemy, the enemy still cannot target you.


    2) Placate is interruptible which means the enemy can still attack while you are Placating and his damage will interrupt your ability to land a Critical.
    If you click Placate (which has a cast time of 1.5 seconds) slightly before or at the same time the enemy clicks a power (which has a cast time of 3.5 seconds), the enemy power will still damage you.
    The 2 purposes of Placate is to prevent an enemy from attacking you (also known as getting agro off you) and to be able to land a critical on your next attack. That means since Placate is interruptible, that it also isn’t very effective at preventing attacks and fails to do one of its jobs which is give a Stalker a Critical.

    Since the Stalker AT is forced to be in melee combat to use its skills, but with less melee HP compared to other melee Ats, that means even 1 attack that gets past Placate can be deadly to the Stalker. Many Avs can 1-2 shot a Stalker at full health. Many Hero Ats can 2 shot a Stalker and some Scrappers can kill a stalker with just 1 attack if the stalker is at 99% health (which is common due to fall damage taken by the Stalker while navigating).

    With the existing penalty to stalkers of lower HP but still having the expectation to be in melee range to perform, Placate should not be able to have its Critical bypassed, and Placate should make any damage or effect of the enemy “ineffective” IF the Stalker activates Placate Before or at the same time the enemy activates his attack.
    To be fair, I think the only power exception to the rule of enemy attacks being ineffective should be Assassin’s Strike and the Sniper powers of other Ats since these powers have long cast times, have LOS checks, and are interruptible. So if a player has the skill to be in the LOS and position of the enemy to use the power, and is able to click it at the same time as Placate is clicked, then the player using AS or a Sniper power is rewarded.

    Placate should also uncue the enemy’s attack to help achieve its goal of preventing enemy attacks.
    The reason for this is, like AS, the timing of Placate is important and susceptible to lag. Even if a player has a perfect connection, he can still experience Power lag from the server due to high levels of players in a zone. If a Player clicks a long range attack, that attack will activate eventually and be effective at dealing damage even during lag. If a Stalker clicks Placate during lag, there’s a chance the timing will be wrong and allow the enemy to attack, thus Placate would be ineffective. This gives Placate an additional hindrance.


    3) Placate has a long recharge time of 60 seconds. As stated above, Placate is needed to prevent enemy attacks and give the stalker a chance to make a Critical attack. Yet since we must be in melee range to perform, we are attacked many times during the 60 second wait time and are at greater risk then other Melee Ats.
    Tanks and Brutes have the advantage of higher HP, Defense, and Resist Values. Scrappers have the advantage of higher HP and Damage so they are able to kill the enemy before being killing themselves.
    Stalkers’ only advantage is a power which takes too long to recharge and isn’t reliable at doing its job correctly. We have lower HP and damage modifiers than Scrappers, which is the AT we are derived from.

    AS has a recharge time of 15 seconds but since Placate is usually needed to use AS again during a battle, we must still wait 60 seconds. Or we must wait 10 seconds and not attack or take any damage so that we are re-Hidden. So that is 15 +10 = 25 seconds we must wait to use AS to perform a critical. Stalkers already do less DPS than Scrappers, so Stalkers must make use of all opportunities to use AS and critical attacks just to ATTEMPT to perform as well as Scrappers do at dealing damage.

    Here’s a comparison of default recharge times of AS powers to high damage or high tier Melee powers:
    Scrapper Melee:
    Head Splitter: 14 seconds
    Eviscerate: 8.38 seconds
    Midnight Grasp 15 seconds
    Golden Dragonfly 12 seconds
    Eagles Claw 12 seconds
    Ripper: 11 seconds

    Stalker Melee:
    Assassin’s Strike: 15 seconds

    Shown above, most Scrappers must wait less than 14 seconds to perform their highest damage attacks, some of which are capable at 1 shoting (when used with BU and enhanced for damage) a Stalker with 99% health, just like AS can.
    But Stalkers must wait either 15 (AS recharge) +10 (regain Hide) = 25 seconds or wait 60 seconds (Placate recharge) to use their highest damage attacks again. When not Hidden Assassin’s Strike only does Moderate damage which is pathetic for a power which has very high End cost, is interruptible, has 2 LOS checks, and has a 4 second activation time.

    Also look at the recharge times for Scrapper Confront: 3 seconds and Tanker Taunt: 10 seconds. Those Ats are known for those powers and reliant on them to perform all that is expected of them. Yet Stalkers Placate time is 60 seconds and needed to deliver high damage and prevent enemy damage to survive, and these 2 things are expected of Stalkers.

    Since Placate has a long recharge time and is needed by AS to make a critical, and AS criticals are needed by Stalkers to try to make up for the low DPS they have, I think the recharge time should be reduced for Placate. I do not 100% support this change yet it would improve Stalker performance; Perhaps Stalkers should be improved in other ways. But definitely the suggestions from parts 1), 2) and 4) should be made to Placate.


    4) Placate puts you in “pseudo” Hide but no longer puts you in real Hidden status as it used to do. Placate only gives 380 stealth where true Hide gives 500 stealth. This change was made long ago during a time when many players were still learning how to deal with enemy stalkers or did not care to invest in +perception powers.
    But a lot has changed since then. Most educated players know now that a Stalker running just Hide is almost certain to be seen by regular hero PVPers these days. They have the advantage to buy IR Goggles in Sirens, get stacked CM buffs, and the new perception IO will be added in issue 11. So if most enemies can see past Hide, they can surely see past 380 stealth which makes the change to Placate an unnecessary penalty. And even at the stealth cap (maximum) a Stalker can still be seen and have his Stealth bypassed using the Stealth Bug.
    http://boards.cityofheroes.com/showflat....e=0&fpart=1

    Stalker Placate should be restored to give the Hide level of stealth with the Defense bonus of “Hide” when used (3.75% Defense (ALL except AOE) and 37.5% Defense (AOE). By having Placate put us in real Hide with the same defense as Hide, this will help prevent AOES and random damage from ruining our Critical attacks and this change will make Placate useful again to an AT which already has so many restrictions, penalties, hate, and neglect.

    To reiterate:
    Placate is underperforming for 1) is it bugged or not working as it should, 2) it is interruptible, 3) it has a long recharge time, and 4) Placate no longer puts you in real Hidden status.
    Since it is underperforming for the reasons explained above:
    <ul type="square">[*]Placate should be fixed so that when you have inflicted status effects on an enemy, the enemy still cannot target you.[*]Placate should not be able to have its Critical bypassed, and Placate should make any damage or effect of the enemy “ineffective” IF the Stalker activates Placate Before or at the same time the enemy activates his attack.
    (the only power exception to this rule should be Assassin’s Strike and the Sniper powers)[*]Placate should uncue the enemy’s attack to help achieve its goal of preventing enemy attacks. [*]Placate should have its recharge time reduced. [*]Placate should be restored to give the Hide level of stealth (500) with the Defense bonus of “Hide” when used (3.75% Defense (ALL except AOE) and 37.5% Defense (AOE) . [/list]
  4. Ok. Well AC says Placate as of now gives Stealth-values. Yet that was changed back when many Heroes did not know how to counter stalkers or spec for +perception.
    But we all know now that a Stalker running just Hide is almost certain to be seen by regular hero PVPers these days. They have the advantage to buy IR Goggles in Sirens, stacked CM buffs, and the new perception IO will be added in issue 11 so our Placate should be restored to give the Hide level of stealth with the Defense bonus when used.
  5. I just tested a Bane Spider’s Placate 5 times.
    I agroed the Bane and got it to keep attacking me while another player was standing right next to him and me.
    Each time the Bane Placated me, I was unable to target him, yet the player next to me was able to target him.
    This proves that there already exists in the game code that enables Placate to work on just a single target and not everyone around. So we are indeed being deceived and denied a fix that exists for our power which our AT and DPS is heavily based upon.
    Does anyone have a link to a post from a Dev stating that Placate was changed because they didn’t know how to fix it to only work on a single target or any quotes from them back when Placate was changed?

    Also there is a new IO that gives a Placate effect for anyone who has a Sleep power to slot it in. I wonder if those who slot it will get a working version of Placate. If they do not, im sure the Devs will finally be motivated to fix Placate for then it won’t be just Stalkers asking for a fix.
  6. Either way it would help our cause for it will bring attention to this issue.

    I have doubts to whether the excuse is still valid that Devs could not figure out how to put the Stalker in to hide from his target, and not from the whole zone. I think they didn’t really invest the time to fix hiding from just from 1 target or they already have found out how to do this and just haven’t restored Placate's functionality to players.
    But a way we can test this is to see if Bane Spiders' Placate hides them from everyone on a map or just a single target.
    Ill try testing today after I take care of something, unless someone already knows and can post a report.
  7. [ QUOTE ]
    Oh wait, so its less skillful to have to react quickly and hit a BF (which still allows you to get hit) than to react quickly and hit Placate?

    [/ QUOTE ]
    Yes. A BreakFree is NOT a skill, its an INSP, it can be spammed, is near instant cast, has no recharge time, it can be bought from most contacts, and is a free ticket to nullify the enemy's power.
    Placate is a real SKILL with a recharge time, it must be selected from the powers list, it roots and has an activation time.

    [ QUOTE ]

    Also, a blaster at 70% would do a lol amount of extra damage from defiance. Defiance only really kicks in full at around 90%.

    [/ QUOTE ]
    Its a myth and Lie that Defiance only really kicks in at 90% damage to self.
    Blasters are spoiled with the constant extra Damage and To Hit so that they don’t notice that Defiance always gives you a buff even at full health. A Corruptor would be happy to have any extra Damage and To Hit all the time.
    Here are some quotes about Defiance from Arcanaville:

    <font class="small">Code:[/color]<hr /><pre>100.00% 0.55% full health
    57.00% 10.88% assault (10.5%)
    45.00% 25.00% small rage
    42.00% 30.78% circa one-shot death from average boss
    41.00% 32.99% Fortitude (31.25%)
    35.00% 50.00% Large Rage (50%)
    31.00% 65.98% Aim (62.5%)
    28.00% 81.23% Perma Rage (80%)
    25.00% 100.00% Build Up (100%)
    15.00% 200.00% Circa one-shot death from average LT
    9.00% 303.14% Damage Cap (assuming 3-slot damage)
    8.00% 324.90% Circa one-shot death from average minion
    </pre><hr />

    [ QUOTE ]
    The important things to note about defiance:

    1. Blasters are defiance buffed constantly

    Even at full health, you are getting somewhere in the neighborhood of a 1% damage boost due to defiance. You're not likely to notice it much until you reach about 50% health, though.


    2. Defiance is not "laggy"

    All my testing to date seems to indicate that if you have health X at the moment you activate an attack, then that's the defiance boost you'll get. Much like all damage-boosting abilities. The defiance bar is very laggy, though, and also has a maximum movement "speed."


    [/ QUOTE ]

    Anyways to further discuss Defiance at this thread is irrelevant since it is going to be changed and isn’t the subject of this thread. I was just providing an example that mentioned Defiance and you tried to pick at my post in a way that doesn’t have to do with the Placate Bug.
  8. [ QUOTE ]
    I read a post in another thread and i like the idea, that placate should uncue an attack from the placatee and even if one fires it should uneffect you. Also you should be totally hiden from the tgt, that makes no since that they can even see you, let alone fire off salvo.

    [/ QUOTE ]

    That’s a good idea to have Placate uncue the next attack of the Placatee and the Stalker be put in Hide and untargetable. PVE players cannot target or see Bane Spiders who Placate us, so why shouldn’t it work the same way for players?

    Also if the Stalker activates Placate during the time the enemy activates his attack, that attack is canceled out and it rewards skill (player reaction time).
    But if the enemy attack already hits the Stalker before Placate is activated then the Stalker takes the damage of the attack. However the Stalker can activate Placate after that first attack to try to cancel out the next attack of the enemy.

    Some might say this isn’t fair for Stalkers to have this new feature for rewarding quickness but this already exists in the game:

    A Blaster can be killed 70% and stunned, then Placated so the Stalker can follow up with AS. But then the Blaster uses a BreakFree and is rewarded with being able to run away or use Defiance to 1-2 shot the Stalker back and get a easy kill with no skill involved; the Blaster had to rely on a BreakFree and just wait to be killed 70% for Defiance to become high.
    So why not make Placate useful and rewarding for using an ACTUAL skill instead of relying on INPs and getting the easy way out like Blasters can do.

    Also think of this:
    The Stalker AT is called the “Hit and Run” AT and we are denied the HP amounts and Quick recovery powers that other melee Ats get, so that supports the belief that the Devs consider us this. But while we can use skills to Hit, our skill to assist our Run doest work (Placate). So that equates to a double restriction set on the Stalker AT: We aren’t given the attributes of Melee level HP, nor recovery powers that are available to other Melee Ats, nor DPS, yet our Run power doesn’t work. So we are forced to try to scrap with less damage and less HP and run out of endurance faster, or we can attempt to Run but cant rely on our Placate power to work.

    Anyways, whether the idea above is supported or not, the Devs should be reminded again about the Placate bug to let them know this issue is still important to players and so that it at least gets put on the known issues webpage. Many players face issues with the broken power: Placate daily, and for it not even to be listed as a known issue when the Devs have been made aware of it many issues ago, is neglect and like a slap to the face of paying customers. It would be very respectful and good customer support if the Devs at least acknowledged that this power is broken and a fix will come.
  9. What is the file name and location for the sound used at the Villain side entrance to Recluse's Victory?
    Its a giant time/space portal machine that makes a lot of noise.
    Thanks